Ok, so far so good. But when I dump the textures of a startscreen and mark them by using the HighResEaser script, the images are not sortable because I can't read the numbers on it. I added a screenshot as an attachment.
(As you can see, the first number is 47. And the second.. ?)

I had the same problem with my pokemon stadium pack
I changed the Texture res to *16
The font size is limited and the numbers are not cut with big textures

But this only turns the dumping off/on.
The Problem is that some images are already shown on the screen and they are marked as "seen" by the glide64 plugin.
So when I turn the dumping off then on, nothing will happen. But I fixed that by re-opening the stage, and scanning the screen again.
It's a way more complicated but it works.

I had the same problem with my pokemon stadium pack
I changed the Texture res to *16
The font size is limited and the numbers are not cut with big textures

What do you mean with changing the texture res to *16? In PK2 the most of the background images are already 16x16 pixels.
Your screenshot looks like you figured out how to handle the problem but I don't get it.

The Problem is that some images are already shown on the screen and they are marked as "seen" by the glide64

I had this problem too and solved it with disabling texture cache
glide64 will dump all textures after pressing D

Originally Posted by Luna's Lama

What do you mean with changing the texture res to *16? In PK2 the most of the background images are already 16x16 pixels.
Your screenshot looks like you figured out how to handle the problem but I don't get it.

You have to increase the resolution
set it to x16 as shown in the screenshot

Thanks stone64, your advice were helpful
So I'm much further in this project but there's another problem I can't solve without help.
I'm trying to retexture an image of a n64 controller. But it doesn't work. The image looks weird.